Our biggest update yet. Version 1.2.0 adds a whole new endgame arc beyond Rebirth: a fourth prestige layer, a brand-new game mode, a class system for your party, and a full challenge overhaul.
Genesis — the fourth prestige layer

- Rebirth, defeat the 8th Stratum Guardian, and you can now perform Genesis: reset everything Rebirth leaves behind in exchange for Will, earned from your composite depth.
- Spend Will in the new Genesis Tree — 18 permanent nodes, organized by effect category, that empower all previous layers, raise the Rebirth Tree's caps, and unlock everything below.
- One of them, Research Limit Break, lets you re-research completed research nodes for stacking effects — a permanent sink for your surplus alchemy materials.
New game mode: the Great Abyss

- A separate descent into layered floors that grow wider — and meaner — the deeper you go, with hostile layer modifiers and gatekeepers guarding the way down.
- Your party of up to 6 explores each layer together on a dedicated new main tab, with checkpoints so a wipe never costs you the whole climb.
- Clearing layers earns essence, two new alchemy materials, and pushes your lifetime records.
Classes & abilities
- Assign each party member one of six classes — Swordsman, Sorcerer, Cleric, Rogue, Berserker, Sage — each with its own combat ability, via the new formation UI.
Challenges, rebuilt
- Three new challenges join the roster (6 total): Mark of Solitude (no companions), Mark of the Classless (class abilities disabled), and Mark of the Deep Dive — a Great Abyss challenge run as a single reserved attack.
- Every challenge now has 10 stages tracked against your personal-best depth, and rewards are paid in four currencies: Essence, Echo, Core, or Will gain, +2% per stage cleared.
More to grow
- Alchemy & Research: 3 new recipes using Great Abyss materials, plus a 4-node Genesis research branch.
- Farm: 2 new strains (Rift Nest, Origin Hearth), up to 6 plots, a higher essence cap tier, and simpler plot management — pause/remove right on each plot, planting picks the first empty one.
- Speed: game speed now goes up to x16.
- Achievements: 3 new Steam achievements for Great Abyss milestones (20 → 23).
- Wider sidebar and various UI refinements to fit it all.
UI & quality of life
- All purchase lists (upgrades, legacy, camp, and the three prestige trees) now share one row format: click the row to buy, green = affordable, with the cost on the right.
- Prestige-tree rows show effects as "current → next" instead of bare numbers, and the Genesis Tree is grouped under effect-category headings.
- Stats graphs are readable again: exponential series use a log axis, depth uses a zoomed linear axis.
- Great Abyss polish: smooth tile-to-tile movement, XP / level-up popups and combat effects, sharper header text, wider party sight radius, smarter exploration AI, and the tab now tells you why a run isn't progressing.
Fixes & performance
- Fixed a freeze of up to ~30 seconds when prestiging with a huge XP influx, and a stats-tab freeze at extreme values.
- Late-game CPU usage cut dramatically (tile rendering rework: roughly 85% → 23% in our worst case).
- Fixed numbers saturating into garbage in the upgrade tab, level-up log, ETA tooltips, stats graph, and the Great Abyss essence-per-hour readout; stray decimals cleaned up across the UI.
- Fixed post-Transcendence issues: runs starting at depth 500 via a self-feeding loop, and auto-buy silently acting before being purchased.
- Fixed challenges silently disappearing at session end, and a double-applied income reduction.
- Fixed the Great Abyss party circling a few rooms instead of descending, and the header flickering between attacks.
- Fixed game speed staying at a tier you no longer have unlocked, class abilities triggering while shown as unassigned, and the guidance highlight not lighting up right after a prestige.
- Companions no longer get stuck on wall corners; text is crisper, and gamepad input is ignored while the game is in the background.
Thanks for playing — see you in the Abyss!